Dragging not working for react-use-gesture - javascript

For some reason, I just cannot get the most basic example of react-use-gesture to work. What I am trying to do is just have a square follow my mouse location when you drag it. I copy-pasted the example from their documentation multiple times (https://github.com/pmndrs/react-use-gesture) and still cannot get it to work. I just don't understand it anymore. I created a stackblitz to show you my code. What am I still doing wrong?
Stackblitz with code: https://stackblitz.com/edit/react-mg2u8p?file=src/Square.js
I will also include the most relevant code here:
import React from "react";
import { useSpring, animated } from "react-spring";
import { useDrag } from "react-use-gesture";
const Square = () => {
const [{ x, y }, set] = useSpring(() => ({ x: 0, y: 0 }));
const bind = useDrag(({ down, movement: [mx, my] }) => {
set({ x: down ? mx : 0, y: down ? my : 0 });
});
return (
<animated.div
{...bind()}
className="Square"
style={{ x, y, touchAction: "none" }}
/>
);
};
export default Square;

It's a version problem.
Your example uses code for react-spring version 9+, but the version of react-spring you're using in the example is 8.0.27.
The example the documentation gives for version 8 is this:
import { useSpring, animated } from 'react-spring'
import { useDrag } from 'react-use-gesture'
function PullRelease() {
const [{ xy }, set] = useSpring(() => ({ xy: [0, 0] }))
// Set the drag hook and define component movement based on gesture data
const bind = useDrag(({ down, movement }) => {
set({ xy: down ? movement : [0, 0] })
})
// Bind it to a component
return (
<animated.div
{...bind()}
style={{
transform: xy.interpolate((x, y) => `translate3d(${x}px, ${y}px, 0)`),
}}
/>
)
}
So in your case you would only need to change PullRelease to Square and add className="Square" to the animated.div like you had it in your question.
For both the documentation on the v8 and v9 implementation of this using React UseGesture see this.
If you want to use the v9 version, you currently need to install react-spring#next according to the documentation (see previous link).

Related

Low quality Images on mobile devices

I am absolutely clueless regarding an issue i am having with blurry images on iOS.
I am working with react, and i am using #use-gesture library (use-gesture.netlify.app) to enable pinch zoom on some small images and videos. It all works like a charm on desktop, but on my mobile device images are always blurry-bad-quality when pinch-zoomed. Videos are not affected by that quality loss. I donĀ“t think it has anything todo with #use-gesture, since ive been using a lightbox component before that and had the same issue.
I've already read every single thread i could find regarding image scale on iOS but wasnt able to find a solution yet.
What i've gathered/tried so far:
Adding to index.html:
<meta name="viewport" content="width=device-width,initial-scale=1,maximum-scale=1,minimum-scale=1">
and adding this to the img tag:
resizeMode="contain"
aspectRatio="1.5"
height= "undefined"
width= "undefined"
Does it maybe have something to do with a difference in image rendering on mobile devices, to me it seems like images dimensions are defined onLoad in the size of my thumbnails and original image size/resolution is ignored? idk..
This is the code of a complete re-build of the issue i am having based on a new react project but i still get the same effect
import test from './imgtest.jpg';
import './App.css';
import React, { useRef, useEffect, useState } from 'react';
import { useSpring, animated } from "react-spring";
import { createUseGesture, dragAction, pinchAction } from '#use-gesture/react'
const useGesture = createUseGesture([dragAction, pinchAction])
function App() {
useEffect(() => {
const handler = e => e.preventDefault()
document.addEventListener('gesturestart', handler)
document.addEventListener('gesturechange', handler)
document.addEventListener('gestureend', handler)
return () => {
document.removeEventListener('gesturestart', handler)
document.removeEventListener('gesturechange', handler)
document.removeEventListener('gestureend', handler)
}
}, [])
const ref = React.useRef(null)
const [style, api] = useSpring(() => ({
x: 0,
y: 0,
scale: 1,
rotateZ: 0,
config: {
},
}))
useGesture(
{
onPinch: ({ origin: [ox, oy], first, active, movement: [ms], offset: [s, a], memo }) => {
if (first) {
const { width, height, x, y } = ref.current.getBoundingClientRect()
const tx = ox - (x + width / 2)
const ty = oy - (y + height / 2)
memo = [style.x.get(), style.y.get(), tx, ty]
}
const x = memo[0] - (ms - 1) * memo[2]
const y = memo[1] - (ms - 1) * memo[3]
api.start({ scale: s , offset: active ? x : 0, offset: active ? y : 0 })
return memo
},
},
{
target: ref,
pinch: { scaleBounds: { min: 1, max: 4 }, rubberband: true },
}
)
return (
<div className="App">
<animated.div ref={ref} style={style}>
<img
resizeMode="contain"
aspectRatio="1.5"
height= "undefined"
width= "undefined"
src={test}
className="App-logo"
/>
</animated.div>
</div>
);
}
export default App;
Please can somebody help me with this?
IOS devices have different DPIs than desktops. You need a bigger image to get a clear image.
also check out this link

#react-three/cannon hooks changing value of matrixAutoUpdate to false

I'm having some difficulty getting my camera to follow an object. The object is using a hook useSphere from #react-three/cannon. My sphere moves around fine, but the camera does not follow. Ive narrowed it down to my sphere position is not being updated because matrixAutoUpdate gets set to false. I'm unsure why this is happening because on other examples of Cannon that I tested matrixAutoUpdate stays true. Any ideas would be awesome, I have been stuck for a while and can't find anything on internet. Below is some code
import React from "react";
import {useFrame, useThree} from "#react-three/fiber";
import {useKeyboardControls} from "../hooks/useKeyboardControls";
import {FPVControls} from "./FPVControls";
import {Vector3} from "three";
import {useSphere} from "#react-three/cannon";
const SPEED = 6
export const Player = (props) => {
const {camera} = useThree()
//sphere movement controls
const {
moveForward,
moveBackward,
moveLeft,
moveRight,
jump
} = useKeyboardControls()
const [ref, api] = useSphere(() => ({
mass: 1,
type: 'Dynamic',
...props
}))
useFrame(() => {
camera.position.copy(ref.current.position)
const direction = new Vector3()
const frontVector = new Vector3(
0,
0,
(moveBackward ? 1 : 0) - (moveForward ? 1 : 0)
)
const sideVector = new Vector3(
(moveLeft ? 1 : 0) - (moveRight ? 1 : 0),
0,
0
)
direction
.subVectors(frontVector, sideVector)
.normalize()
.multiplyScalar(SPEED)
.applyEuler(camera.rotation)
api.velocity.set(direction.x, 0, direction.z)
})
console.log("ref position", ref)
return (
<>
<FPVControls/>
<mesh ref={ref}>
<sphereGeometry />
<meshStandardMaterial color={"#f30707"} />
</mesh>
</>
)
}
I found this helpful on a similar problem maybe it can help you :
a conversation about a similar issue
This similar issue is about a position not being updated by using cannon hooks, the key is to subscribe to the api position and store it in a ref as from what i understood.
Here is a more precise example in the AI component (line 69, you can find the ref on line 79):
usage example

"window.innerWidth < 768" in Next.js with Framer Motion

I would like to control when an animation (Framer Motion) can run using window.innerWidth, but in Next.js I get the following error message:
ReferenceError: window is not defined
This is a simplified version of my component named ValuesSection.jsx:
import React, { useEffect } from "react";
import { useInView } from "react-intersection-observer";
import { motion, useAnimation } from "framer-motion";
export default function ValuesSection() {
const controls = useAnimation();
const [ref, inView] = useInView();
const MobileView = {};
const isMobile = window.innerWidth < 768;
if (!isMobile) {
MobileView = {
visible: { y: 0, scale: 1 },
hidden: { y: 250, scale: 0 },
};
}
useEffect(() => {
if (inView) {
controls.start("visible");
}
}, [controls, inView]);
return (
<>
<motion.div
key={value.name}
ref={ref}
animate={controls}
initial="hidden"
variants={MobileView}
>Some content</motion.div>
</>
Can you help me understand what I'm doing wrong? And if you are able to provide me with a working example, it would be great and appreciated.
Best way of using screen size in next.js projects is that you can instead use a Hook from materiial ui that represents true or false when screen width is bigger or smaller than defined value and in my opinion it's better than the window because it has a lot of options that you can use here is what you should do step by step
first install material ui if you didn't already
// with npm
npm install #material-ui/core
// with yarn
yarn add #material-ui/core
then import and define it inside of your component
import { useMediaQuery } from "#material-ui/core";
export default function ValuesSection() {
const IsTabletOrPhone = useMediaQuery("(max-width:1024px)");
now if you screen size is bigger than 1024px it returns false, otherwise it returns true
so you can use it
if (!IsTabletOrPhone) {
MobileView = {
visible: { y: 0, scale: 1 },
hidden: { y: 250, scale: 0 },
};
}
Update:
Maybe it's because i assigned it with a uppercase letter, you can try changing the name to isTabletOrPhone with lowercase, if that didn't work try to change it to let instead
let isTabletOrPhone = useMediaQuery("(max-width:1024px)");
In Next.js pages are prerendered on the server. And on the server there's no window. You could just check if the window exists before to access it
const isMobile = global.window && window.innerWidth < 768;
Note that the user may rotate the phone or resize the window, so you should add (and clean up) a resize event handler into an useEffect

How to get numeric value from Reanmited Value?

I create a simple animation using react native reanimated but I can't access the numeric value of Reanimated Value
I using victory native pie chart, and I want to make a simple effect that pie angle goes from 0 to 360 but I've tried react-native animated API it works well with add listener but I want use reanimated for performance issue
the animation effect that I'm looking for that the chart starts from 0 to 360
run correctly with react-native Animated API:
const Chart = props => {
const { data, width, height } = props;
const endAngleAnimatedValue = new Value(0);
const [endAngle, setEndAngle] = useState(0);
const runTiming = Animated.timing(endAngleAnimatedValue, {
duration: 1000,
to: 360
});
useEffect(() => {
endAngleAnimatedValue.addListener(_endAngle => setEndAngle(_endAngle));
runTiming.start();
return () => {
endAngleAnimatedValue.removeAllListeners();
};
}, [endAngleAnimatedValue]);
return (
<VictoryPie
data={data}
width={width}
height={height}
padding={0}
startAngle={0}
endAngle={endAngle}
style={{
data: {
fill: ({ datum }) => datum.fill,
fillOpacity: 0.7
}
}}
/>
);
};
How I can achieve the desired output with reanimated?
I totally forgot about this question,
Here we can have two implementations if using react-native-reanimated v1:
1. using react-native-svg and some helpers from react-native-redash
2. using `const AnimatedPie = Animated.createAnimatedComponent(VictoryPie)` then passing `endAngleAnimatedValue` as a prop.
In reanimated v2:
You can use explicitly .value to animated sharedValues, derivedValues, but also you have to createAnimatedComponent

React Native: TextInput with state and AsyncStorage

When typing on the keyboard I was seeing some warnings about the input being ahead of the JS code..
Native TextInput(react native is awesome) is 4 events ahead of JS - try to make your JS faster.
So added the debounce and got this to "work":
...
import { debounce } from 'lodash'
...
export default class App extends React.Component {
constructor(props) {
super(props)
this.state = {
data,
indexRef: data.reduce((result, item, index) => {
result[item.title] = index
return result
}, {}),
ready: false,
}
this.updatePitch = this.updatePitch.bind(this)
this.saveLocally = debounce(this.saveLocally, 300).bind(this)
}
...
updatePitch(id, text) {
// Copy the data
let data = [...this.state.data]
const index = data.findIndex(obj => obj.id == id)
data[index].pitch = text
// Update the state
this.setState({ data }, this.saveLocally(data))
}
saveLocally(data) {
try {
AsyncStorage.setItem('data', JSON.stringify(data))
this.forceUpdate()
} catch (error) {
// Well..
}
}
render() {
...
BTW: I'm doing some "prop drilling" for now - but planning to do use the Context API (react 16.3)
The warning seems to have gone by adding debounce (1).. But I'm seeing some strange issues - particularly on the iPhone 8 plus simulator (not seeing the same on iPhone 6 simulator or Android device)
Issues observed:
TextInput don't expand - it just add scolling (expands on iPhone 6 and Android device)
Some layout issues in the FlatList - seems like it has problems finding correct height of list elements..
What is the best practice for fast JS code and saving to both state and AsyncStorage?
(1) One other way than using debounce could be to use getDerivedStateFromProps and add some sort of timer pushing the state to the parent component after some period of time.. But wasn't sure that this would make the JS code faster. So didn't try it.
UPDATE (again)
I open sourced the entire code since it is too hard to give all the needed information in a SO post when the code is so nested.
The entire code is here:
https://github.com/Norfeldt/LionFood_FrontEnd
(I know that my code might seem messy, but I'm still learning..)
I don't expect people to go in and fix my code with PR (even though it would be awesome) but just give me some code guidance on how to proper deal with state and AsyncStorage for TextInput.
I know I have some style issues - would love to fix them, but also comply with SO and keep it on topic.
Update II
I removed forceUpdate and replaced FadeImage with just vanilla react native Image.
but I'm still seeing some weird issues
Here is my code
import React from 'react'
import {
StyleSheet,
SafeAreaView,
FlatList,
StatusBar,
ImageBackground,
AsyncStorage,
Platform,
} from 'react-native'
import SplashScreen from 'react-native-splash-screen'
import LinearGradient from 'react-native-linear-gradient'
import { debounce } from 'lodash'
import Section from './Section'
import ButtonContact from './ButtonContact'
import { data } from '../data.json'
export default class App extends React.Component {
constructor(props) {
super(props)
this.state = {
data,
indexRef: data.reduce((result, item, index) => {
result[item.title] = index
return result
}, {}),
ready: false,
}
}
async componentDidMount() {
SplashScreen.hide()
try {
let BusinessPlan = await AsyncStorage.getItem('BusinessPlan')
if (BusinessPlan !== null) {
// We have data!!
let data = JSON.parse(BusinessPlan)
data = this.state.data.map(item => {
const index = data.findIndex(obj => obj.id == item.id)
const pitch = index >= 0 ? data[index].pitch : ''
return { ...item, pitch }
})
this.setState({ data, ready: true })
} else {
this.setState({ ready: true })
}
} catch (error) {
// Error retrieving data
}
}
updatePitch = (id, text) => {
// Copy the data
let data = [...this.state.data]
const index = data.findIndex(obj => obj.id == id)
data[index].pitch = text
// Update the state
this.setState({ data }, this.saveLocally(data))
}
saveLocally = data => {
try {
AsyncStorage.setItem('BusinessPlan', JSON.stringify(data))
} catch (error) {
// Well..
}
}
render() {
return (
<LinearGradient
style={{ flex: 1 }}
start={{ x: 0.0, y: 0.25 }}
end={{ x: 0.5, y: 1.0 }}
colors={['#000000', '#808080', '#000000']}
>
<StatusBar
barStyle={'light-content'}
backgroundColor={Platform.OS == 'iOS' ? 'transparent' : 'black'}
/>
<SafeAreaView>
<ImageBackground
source={require('../images/BackgroundImage.png')}
style={{ width: '100%', height: '100%' }}
resizeMode={'cover'}
>
<FlatList
data={this.state.data}
initialNumToRender="16"
keyExtractor={item => item.id}
renderItem={({ item }) => (
<Section
id={item.id}
title={item.title}
pitch={item.pitch}
updatePitch={debounce(this.updatePitch, 1000)}
questions={item.questions}
ready={this.state.ready}
/>
)}
ListFooterComponent={<ButtonContact />}
style={{
backgroundColor: 'transparent',
borderColor: '#000',
borderWidth: StyleSheet.hairlineWidth,
}}
/>
</ImageBackground>
</SafeAreaView>
</LinearGradient>
)
}
}
const styles = StyleSheet.create({
sectionHeader: {
fontSize: 24,
marginHorizontal: 5,
},
})
(I also updated my git repo)
Update III
It seems that the setup I have for state and AsyncStorage works fine with a debounce. The issues I was seeing was because I'm draining the CPU (next step to fix).
I tried your code:
"I'm seeing some strange issues - particularly on the iPhone 8 plus
simulator (not seeing the same on iPhone 6 simulator or Android
device)" ==> I confirmed this
The app takes about 100% CPU.
After a while trying I figured out:
"I'm seeing some strange issues - particularly on the iPhone 8 plus
simulator (not seeing the same on iPhone 6 simulator or Android
device)" ==> doesn't right, just wait a little TextInput will expand.
There are nothing wrong with state and AsyncStorage. I didn't get any warning.
The root issue is the animation in FadeImage :
The app render many Carousel, and each Carousel has AngleInvestor, and FadeImage. The problem is FadeImage
FadeImage run Animated with duration 1000 => CPU is overloaded
==> That why TextInput add scroll then take a long time to expand, and FlatList look like has problem, but not. They are just slowly updated.
Solution:
Try to comment FadeImage, you will see the problem gone away.
Don't start so many animations as the same time. Just start if it appears (Ex: the first card in Carousel )
UPDATE
I got your problem: typing fastly cause setState call so many times.
You use can debounce for this situation:
In App.js
render() {
console.log('render app.js')
...
<Section
id={item.id}
title={item.title}
pitch={item.pitch}
updatePitch={debounce(this.updatePitch, 1000)} // the key is here
questions={item.questions}
ready={this.state.ready}
/>
You can change the delay and watch the console log to see more. As I tried, delay about 500 can stop the warning.
P/s: You should try to remove forceUpdate

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